*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
- Copyright Tazar -
* 2002 *
- Version 1.1 -
* January 26th, 2002 *
- www.tazar.iwarp.com -
* lupus_jack64@hotmail.com *
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
########### #############
############ #############
### ### ###
### ### ###
### ### ###
########### ALDUR'S ### ####### ATE
### ### ### #######
### ### ### ###
### ### ### ###
############ #############
########### #############
CHARACTER CREATION GUIDE
FORGOTTEN REALMS SERIES
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
1) -INTRODUCTION-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
This guide will tell you the details to help you choose how to
create your character at the beginning of the game. This is my first
guide so it could have some flaws. Email me at lupus_jack64@hotmail.com
to give me suggestions on what to put in this faq. Also email me there
to give me any information that needs to be added etc. Label the
subject BG CC so I know what it is about. Other than that there is
really nothing except just email me about the game or faq.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
2) -CONTENTS-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
1)Introduction
2)Contents
3)Versions
4)Basics
5)Race
6)Class
A-Experience Points
B-Profiency Points
C-Prime Requisite
D-Specialist Mage
E-Multi-Class
F-Dual-Class
7)Alignment
8)Abilities
9)Skills
10)Appearance & Name
11)Credits
12)Legal Disclaimer
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
3) -VERSIONS-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Version 1.1- Filled out the Experience Chart. Fixed things here and
there. Made the first graph fit into the page so it doesnt get screwed
up. Fixed up the next graph that was screwed up.
Date- January 26, 2002
Version 1.0- First release. Has all main information.
Date- December 26, 2001
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
4) -BASICS-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Once your into the character screen, the following choices will be
available. You can only do them the order they are in.
Gender- This is of no importance so choose whatever gender you want and
then pick from the options of pictures. This doesn't matter about
gameplay.
Race- Races are a pretty imporatant part of your character. Some races
have bonuses, but come with cons to. Such as: Elves gain a max of
dexterity of 19 and a constitution of 17. All statistics have a max of
18. The races are: Human, Elves, Halfling, Half-elves, Gnome, and
Dwarves.
Class- Here is an important part of your character. This is like if
you are are a magic user, healer, or a warrior to be general.
Alignment- This is how good your character is. If they are good, then
they will want the realms at peace. Neutrals believe in both good and
evil. To see a full list of selections see the Alignment section.
Abilities- These are the stats of your character. The Strength and
Intelligence are examples. You can reroll over and over until you get
what you want.
Skills- Here you select your profiency points. They are how skilled
your character is with that group of weapons. Every class gets a
different number of profiency points. The max for starting is 4.
If you are a mage you also pick your starting spells. Then after
you pick them them spells then you get to choose which ones you want to
memorize for the beginning of the game. This also goes for specialist
mages too.
Appearance- This doesn't matter to gameplay either. Here you get to
choose the look of your character when they are just walking around.
You also choose what they sound like.
Name- Just name your character and your done with it. After this you
are ready to start playing the game.
Here are other definitions that you will want to know. They will
be more thouroughly explained later on in the walkthrough.
Experience- This is what levels you up throughout the game. The more
levels you gain the higher your thaco is. Your HP also increases. You
gain experience from several ways. The most common ways are killing
monsters and helping out civilians.
Profiency Points- Each Class gets a different number of profiency
points. They gain more skill with their weapons. Depending on your
class you can be more skilled with weapons, for example a fighter would
have more skill than a mage would. You can place a max of 5 in one
weapon category.
Prime Requisite- This is your characters most important stat. This
is mostly just logic. A full list of Prime Requisites is in the class
section.
Dual Class- Only humans have this skill. Once you reach level 2 you
can become skilled in another class. This is almost equivalent to
multi-classing.
Reputation- This is how people react to you. I also effects how the
prices will be for you in the shops.
THACO- This is your defense rate. Your dexterity helps determine this.
The base score is 20 and the lower it gets the better.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
5) -RACE-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
The six types of characters will be covered here. It will tell you
what classes they qualify for, ability bonuses, and Racial bonuses.
Here is a graph of their ability bonuses.
------------------------------------------------------------------------
-
|----------
|Strength|Dexterity|Constitution|Intelligence|Wisdom|Charisma|
|Humans | 0 | 0 | 0 | 0 | 0 | 0
|
|Elves | 0 | +1 | -1 | 0 | 0 | 0
|
|Half-Elves| 0 | 0 | 0 | 0 | 0 | 0
|
|Gnomes | 0 | 0 | 0 | +1 | -1 | 0
|
|Halflings | 0 | +1 | 0 | 0 | -1 | 0
|
|Dwarves | 0 | -1 | +1 | 0 | 0 | -2
|
------------------------------------------------------------------------
-
Some Races have resistances to certain magic.
Humans -None
Elves -Charm and Sleep Magic
Half-Elves -Limited Resistance to Charm and Sleep Magic
Gnome -Resistance to all Magic
Halflings -They are very resistant to Poison and magic
Dwarves -They have a moderate resistance to poison and magic.
Some Races have infravision which allows them to see in the dark.
Humans -No
Elves -Yes
Half-Elves -Yes
Gnomes -Yes
Halflings -No
Dwarves -Yes
As you notice humans have no special abilities and are probably
wondering why. This is because at level 2 or more they can "dual class"
into a different class and stop gaining experience in their old class.
See the sub-section Dual classing in the class section for more
information.
------------------------------------------------------------------------
-------
|---------| Fighter | Ranger | Paladin | Cleric | Druid | Mage | Thief |
Bard |
|Human | Yes | Yes | Yes | Yes | Yes | Yes | Yes |
Yes |
|Elf | Yes | Yes | No | Yes | No | Yes | Yes |
No |
|Half-Elf | Yes | Yes | No | Yes | Yes | Yes | Yes |
Yes |
|Gnome | Yes | No | No | Yes | No | No | Yes |
No |
|Halfling | Yes | No | No | Yes | No | No | Yes |
No |
|Dwarf | Yes | No | No | Yes | No | No | Yes |
No |
------------------------------------------------------------------------
-------
Everyone except Humans can be in multi-class except humans because of
their dual classing ability.
The multi-class combinations are not valid to all races. This is
because say that a dwarf wants to be a Fighter-Mage. This is not valid
because a Dwarf can be a fighter but he can not be a mage. So in other
words you have to be able to be both of them so this combination is
valid. To see a full list of what combinations and who can be them see
the CLASS Section.
The Specialist Mage will also be shown in the CLASS section.
Thief/Race Bonuses
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
6) -CLASS-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Classes are important to your character. This is if you are a
Rogue,Warrior, Mage etc. Here is a list of all the possible classes.
1)Fighter
2)Ranger
3)Paladin
4)Cleric
5)Druid
6)Mage
7)Thief
8)Bard
A- Experience
------------------
These are the eight regular classes. Each of these level up at a
different rate. Here is a list of what experience it takes to level
them up. This can also be an important part of your decision.
------------------------------------------------------------
---------| Level 2 | Level 3 | Level 4 | Level 5 | Level 6 |
|Fighter | 2000 | 4000 | 8000 | 16000 | 32000 |
|Ranger | 2250 | 4500 | 9000 | 18000 | 36000 |
|Paladin | 2250 | 4500 | 9000 | 18000 | 36000 |
|Cleric | 1500 | 3000 | 6000 | 13000 | 27500 |
|Druid | 2000 | 4000 | 7500 | 12500 | 20000 |
|Mage | 2500 | 5000 | 10000 | 20000 | 40000 |
|Thief | 1250 | 2500 | 5000 | 10000 | 20000 |
|Bard | 1250 | 2500 | 5000 | 10000 | 20000 |
------------------------------------------------------------
I would like to thank Martin Lindskog a.k.a. Asimov III for helping me
fill this in.
B- Profiency points
---------------------
Each character has a set number of profiency points according to their
class. Here is a graph.
----------------------------------------
---------------------|Profiency points |
|Fighter | 4 |
|Ranger | 4 |
|Paladin | 4 |
|Cleric | 2 |
|Druid | 2 |
|Mage | 1 |
|Thief | 2 |
|Bard | 2 |
----------------------------------------
|Fighter/Thief | 4 |
|Fighter/Cleric | 4 |
|Fighter/Mage | 4 |
|Mage/Thief | 2 |
|Cleric/Mage | 2 |
|Cleric/Thief | 2 |
|Fighter/Druid | 4 |
|Cleric/Ranger | 4 |
|Fighter/Mage/Thief | 4 |
|Fighter/Mage/Cleric | 4 |
----------------------------------------
Profiency Points are how skilled you are with a certain weapon.
You can only add profiency points to weapons which your class' ethos
allows. It will Highlight what is allowed in your ethos. You can only
put a max of five profiency points to a single weapon class. At the
beginning though you can only put a max of half of your total profiency
points to a weapon. You gain more profiency points as you level up.
C- Prime Requisites
----------------------
Prime Requisites are the main stat of your character which you want
to be high. This table lists what you should have high. This is
important also for Dual-Classing becuase your character's prime
requisite must be 15 and the class you are moving to must be 17.
------------------------
|Fighter |Strength |
|Ranger |Constitution |
|Paladin |Charisma |
|Cleric |Wisdom |
|Druid |Wisdom |
|Mage |Intelligence |
|Thief |Dexterity |
------------------------
D- Specialist Mage
--------------------
The Sub-Class Specialist Mage is not really much different from the
regular mage. One major difference is that a specialist mage may learn
one more spell at a level up then a normal mage. But the drawback is
that they can not learn a certain class of spells such as a divination.
But personally I believe these specialist mages are better than the
regular mages. The specialist mages are:
1)Abjurer
2)Conjurer
3)Diviner
4)Enchanter
5)Illusionist
6)Invoker
7)Necromancer
8)Transmuter
Other than that there isn't really much to know about specialist mages.
E- Multi-Classes
-------------------
Multi-classes are when a character is two classes at once. There
are only 10 diferent valid Multi-class Combinations. They are:
Fighter/Theif
Fighter/Cleric
Fighter/Mage
Mage/Thief
Cleric/Mage
Cleric/Thief
Fighter/Druid
Cleric/Ranger
Fighter/Mage/Thief
Fighter/Mage/Cleric
The con of being a multi-classmen is that you gain experience
points much slower than if you were only a single class. If you had a
party of six, and only one was a multi-class(of two classes) then the
experience would be divided through seven people instead of 6. So the
more multi or dual classed characters you have, the slower they level
up.
F- Dual-Classing
--------------------
Dual classing plays an important part for you if you are going to
be a human.
Only humans can dual class and they can not be a bard or paladin. This
also means that you can not dual-class into a paladin or a bard.
The dual-class technique has many rules though.
1) The combination must be a valid multi-class combination.
2) The alignment must be agree-able. ( i.e. If you are changing to a
Thief then you must not be lawful good because thieves cannot be lawful
good.)
3) The race must be valid for that class.
4) In the class you are currently in your prime requisite must be at
least 15.
5) In the class you wish to convert to the prime requisite must be at
least 17. You will want to keep that in mind when creating your
character.
6) Your character must be at level 2 or more.
7) They cannot be at thier exp. cap.(Correct me if I'm wrong I'm not
sure about that).
Once you have finished dual-classing you are a level 1 of your
other class. Now you must level up to one more level higher than your
last class. For example if you were a LV 5 thief and had dual classed
into a mage, you must level up to six and you would gain back the skills
of your thief. So now you are a LV: 5 thief and LV:6 mage. You gain
exp only for a mage now.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
7) -ALIGNMENT-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Alignment is if your character believes in good or bad. If you
have a party consisting of all goods or bads, they will all get along
well. Neutrals believe in both good and evil, so they get along with
both. If you have a good and evil in your party for too long they may
start attacking each other and as far as I am concerned no way to stop
it. Until one dies they attack each other.
Some of the classes cannot be certain alignments. Such as Paladin
can only be True Neutral. There are a total of 9 different alignments,
three for good, three for neutral, three for evil. This isn't one of
the most important decisions but it does matter.
Your alignment also affects your reputation. Reputation affects
the price for all the items at the shop. If your reputation goes below
six, then every gaurd you see will attack you. Here is a full list of
the alignments.
Lawful Good
Neutral Good
Chaotic Good
Lawful Neutral
True Neutral
Chaotic Neutral
Lawful Evil
Neutral Evil
Chaotic Evil
So overall I prefer going with a Neutral character because this way
I start with a good reputation and I get along with the NPC's. But it
is fun to try the game in different ways so try all of them for
different reactions.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
8) -ABILITIES-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
This is probably the most important part of your character and
might require patience to get good stats. This is the stats of your
character, which is very important. The most you can get in any
category is 18 except for the racial bonuses, which I will list here.
------------------------------------------------------------------------
-
|----------
|Strength|Dexterity|Constitution|Intelligence|Wisdom|Charisma|
|Humans | 0 | 0 | 0 | 0 | 0 | 0
|
|Elves | 0 | +1 | -1 | 0 | 0 | 0
|
|Half-Elves| 0 | 0 | 0 | 0 | 0 | 0
|
|Gnomes | 0 | 0 | 0 | +1 | -1 | 0
|
|Halflings | 0 | +1 | 0 | 0 | -1 | 0
|
|Dwarves | 0 | -1 | +1 | 0 | 0 | -2
|
------------------------------------------------------------------------
-
Some categories are more important to one class to another so you
will edit your stats to fit your class. You will want the stats to be
almost or maxed in your prime requisite, which is in the class section,
and charisma is pretty important. Charisma determines the price of
things in the game along with your reputation. In some cases it will be
OK to let your dexterity go down, because in the gnoll stronghold you
will find the bracers of dexterity which set you dexterity at 18. But
don't let it go to low because you will have to fight to get them.
Wisdom and intelligence determine your lore, which is your chance
of identifying an item by examining it without a spell or scroll.
Dexterity determines how good your thieving skills are for a thief and
also how often you hit an enemy most of the time. Strength not only is
how strong you are but also how much weight you can carry. Constitution
you will want to keep high because this deterimines your HP. What class
you are in also determines your HP.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
9) -SKILLS-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Here you select what weapons you will be skilled with with your
profiency points, select your mage spells, and determine your beginning
thieving skills. Of course them last two depend on if you are a mage or
thief.
Your profiency points, in my opinion, should be used on mostly
missile and bows. Distance weapons will help you tremondously. I
usually equip everybody that can with bows, then the mages or druids
etc. with slings.
The thieving skills I recommend putting on open locks and
pickpocketing, but dont slack out to much on find trap and stealth.
That is what I usually do.
The mage or priest spells, or maybe both, I usually pick magic
missle, maybe identify,or chromatic orb, but it is up to you. The
priest spells make sure you pick Cure Light Wounds because that will be
very helpful.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
10) -APPEARANCE & NAME-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Select what your character looks like. I usually color code my
classes so it is easier to tell which characters are which. i.e. I
make all mages totally white, rangers green, thieves red, fighters
black, healers teal, etc. This makes it much easier throughout the
game. After that you pick what the character sounds like. Just pick
whatever is appealing to you.
For the name just type in your name and press accept and the game
will start.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
11) -CREDITS-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
A big thanks goes out to Dallas and Astro Blue's Guide on how to
make walkthrough/faq. The site is www.dallasmac.com/faqwarp/ They have
a variety of guides to pick from there.
Asimov III for helping me finish the Experience Point Table, extra
information on Profiency points, and the Thief/Race bonuses, which i did
not put up yet.
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
12) -LEGAL DISCLAIMER-
*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*
Copyright Tazar 2001. Do not distrubute, reproduce, or use to
make money in any way. You may not use this guide without promptly
acknowledging me.